Employing an underwater vehicle in education as a learning tool for Python programming

Getting students motivated and interested in their education can be challenging in any classroom setting, even more so in an online learning environment. In this spectrum, educational robotics (ER) has demonstrated numerous advantages in the educational environment, not only by facilitating teaching...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:Computer applications in engineering education 2024-01, Vol.32 (1), p.n/a
Hauptverfasser: Rousouliotis, Minas, Vasileiou, Marios, Manos, Nikolaos, Kavallieratou, Ergina
Format: Artikel
Sprache:eng
Schlagworte:
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page n/a
container_issue 1
container_start_page
container_title Computer applications in engineering education
container_volume 32
creator Rousouliotis, Minas
Vasileiou, Marios
Manos, Nikolaos
Kavallieratou, Ergina
description Getting students motivated and interested in their education can be challenging in any classroom setting, even more so in an online learning environment. In this spectrum, educational robotics (ER) has demonstrated numerous advantages in the educational environment, not only by facilitating teaching, but also enabling the cultivation of manyfold skills, including creativity, problem‐solving, and teamwork. Meanwhile, many methods have been developed with the aid of technology to improve the teaching process and boost students' ability to learn. Blended learning is one approach that integrates conventional classroom methods with digital resources in an effort to foster students' creativity. But how can blended learning be combined with robotics? The objective of this paper is to evaluate the impact of employing an underwater vehicle, called educational underwater vehicle (EDUV), in conjunction with a dedicated programming learning platform within the context of a programming course that is offered at the high school level. In this work, this platform is utilized by students in secondary education, and a survey was conducted prior and after using the underwater vehicle's platform based on two questionnaires. The survey included 112 Greek participants, 64 males and 48 females in the age range of 14–18 years old. The experimental results show an increase in their motivation and creativity. In other words, they are more engaged in the classroom and the lesson becomes more enjoyable. More specifically, the survey revealed that most participants are familiar with computers but have limited knowledge of robotics and programming. After training on the EDUV platform, participants showed a significant increase in correct responses for Python and Blockly environments, with an average of 50.7% in four programming‐related questions. The platform also reduced “do not know” replies, which means that the student's self‐esteem increased. The paired sample T‐test showed that the EDUV platform positively influenced participants' perceptions of robotics and motivated them to further their education. In this paper, the related work is discussed, and the architecture of the vehicle is analyzed, along with the integration with the online platform. In addition, the methodology performed is explained and divided into steps. Finally, the experimental results are discussed. Instructions, 3D models, and code can be found in the github repository https://github.com/MariosVasileiou/EDUV.
doi_str_mv 10.1002/cae.22693
format Article
fullrecord <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_journals_2915037653</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>2915037653</sourcerecordid><originalsourceid>FETCH-LOGICAL-c2923-1be5d87b414974a325368d307a15dd3cc30a100db786283d027dc8d531ce83a63</originalsourceid><addsrcrecordid>eNp1kM1OwzAQhC0EEqVw4A0sceKQ1vbGdnysqvIjIcEBuFqu7bapkrg4CVXeHpdw5bQrzTc72kHolpIZJYTNrfEzxoSCMzShRKmM8Jydn3ZBM5ASLtFV2-4JIUqAmqDPVX2owlA2W2wa3DfOx6PpfMTfflfayuOywd711nRlaLBpscGVN7E5GboQKrwJEb8N3S6phxi20dR10q7RxcZUrb_5m1P08bB6Xz5lL6-Pz8vFS2aZYpDRteeukOuc5krmBhgHUTgg0lDuHFgLxKS33FoWghXgCJPOFo4Dtb4AI2CK7sa7Kfur922n96GPTYrUTFFOQAoOibofKRtD20a_0YdY1iYOmhJ9qk2n2vRvbYmdj-yxrPzwP6iXi9Xo-AHzWW3P</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2915037653</pqid></control><display><type>article</type><title>Employing an underwater vehicle in education as a learning tool for Python programming</title><source>Access via Wiley Online Library</source><creator>Rousouliotis, Minas ; Vasileiou, Marios ; Manos, Nikolaos ; Kavallieratou, Ergina</creator><creatorcontrib>Rousouliotis, Minas ; Vasileiou, Marios ; Manos, Nikolaos ; Kavallieratou, Ergina</creatorcontrib><description>Getting students motivated and interested in their education can be challenging in any classroom setting, even more so in an online learning environment. In this spectrum, educational robotics (ER) has demonstrated numerous advantages in the educational environment, not only by facilitating teaching, but also enabling the cultivation of manyfold skills, including creativity, problem‐solving, and teamwork. Meanwhile, many methods have been developed with the aid of technology to improve the teaching process and boost students' ability to learn. Blended learning is one approach that integrates conventional classroom methods with digital resources in an effort to foster students' creativity. But how can blended learning be combined with robotics? The objective of this paper is to evaluate the impact of employing an underwater vehicle, called educational underwater vehicle (EDUV), in conjunction with a dedicated programming learning platform within the context of a programming course that is offered at the high school level. In this work, this platform is utilized by students in secondary education, and a survey was conducted prior and after using the underwater vehicle's platform based on two questionnaires. The survey included 112 Greek participants, 64 males and 48 females in the age range of 14–18 years old. The experimental results show an increase in their motivation and creativity. In other words, they are more engaged in the classroom and the lesson becomes more enjoyable. More specifically, the survey revealed that most participants are familiar with computers but have limited knowledge of robotics and programming. After training on the EDUV platform, participants showed a significant increase in correct responses for Python and Blockly environments, with an average of 50.7% in four programming‐related questions. The platform also reduced “do not know” replies, which means that the student's self‐esteem increased. The paired sample T‐test showed that the EDUV platform positively influenced participants' perceptions of robotics and motivated them to further their education. In this paper, the related work is discussed, and the architecture of the vehicle is analyzed, along with the integration with the online platform. In addition, the methodology performed is explained and divided into steps. Finally, the experimental results are discussed. Instructions, 3D models, and code can be found in the github repository https://github.com/MariosVasileiou/EDUV.</description><identifier>ISSN: 1061-3773</identifier><identifier>EISSN: 1099-0542</identifier><identifier>DOI: 10.1002/cae.22693</identifier><language>eng</language><publisher>Hoboken: Wiley Subscription Services, Inc</publisher><subject>Blended learning ; Classrooms ; Creativity ; Distance learning ; Education ; educational robots ; marine robotics ; Programming languages ; Robotics ; secondary education ; Students ; Three dimensional models ; Underwater vehicles</subject><ispartof>Computer applications in engineering education, 2024-01, Vol.32 (1), p.n/a</ispartof><rights>2023 The Authors. published by Wiley Periodicals LLC.</rights><rights>2023. This article is published under http://creativecommons.org/licenses/by-nc/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><cites>FETCH-LOGICAL-c2923-1be5d87b414974a325368d307a15dd3cc30a100db786283d027dc8d531ce83a63</cites><orcidid>0000-0003-0830-9259 ; 0000-0002-2815-3477 ; 0000-0003-3335-4668</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://onlinelibrary.wiley.com/doi/pdf/10.1002%2Fcae.22693$$EPDF$$P50$$Gwiley$$Hfree_for_read</linktopdf><linktohtml>$$Uhttps://onlinelibrary.wiley.com/doi/full/10.1002%2Fcae.22693$$EHTML$$P50$$Gwiley$$Hfree_for_read</linktohtml><link.rule.ids>314,780,784,1417,27924,27925,45574,45575</link.rule.ids></links><search><creatorcontrib>Rousouliotis, Minas</creatorcontrib><creatorcontrib>Vasileiou, Marios</creatorcontrib><creatorcontrib>Manos, Nikolaos</creatorcontrib><creatorcontrib>Kavallieratou, Ergina</creatorcontrib><title>Employing an underwater vehicle in education as a learning tool for Python programming</title><title>Computer applications in engineering education</title><description>Getting students motivated and interested in their education can be challenging in any classroom setting, even more so in an online learning environment. In this spectrum, educational robotics (ER) has demonstrated numerous advantages in the educational environment, not only by facilitating teaching, but also enabling the cultivation of manyfold skills, including creativity, problem‐solving, and teamwork. Meanwhile, many methods have been developed with the aid of technology to improve the teaching process and boost students' ability to learn. Blended learning is one approach that integrates conventional classroom methods with digital resources in an effort to foster students' creativity. But how can blended learning be combined with robotics? The objective of this paper is to evaluate the impact of employing an underwater vehicle, called educational underwater vehicle (EDUV), in conjunction with a dedicated programming learning platform within the context of a programming course that is offered at the high school level. In this work, this platform is utilized by students in secondary education, and a survey was conducted prior and after using the underwater vehicle's platform based on two questionnaires. The survey included 112 Greek participants, 64 males and 48 females in the age range of 14–18 years old. The experimental results show an increase in their motivation and creativity. In other words, they are more engaged in the classroom and the lesson becomes more enjoyable. More specifically, the survey revealed that most participants are familiar with computers but have limited knowledge of robotics and programming. After training on the EDUV platform, participants showed a significant increase in correct responses for Python and Blockly environments, with an average of 50.7% in four programming‐related questions. The platform also reduced “do not know” replies, which means that the student's self‐esteem increased. The paired sample T‐test showed that the EDUV platform positively influenced participants' perceptions of robotics and motivated them to further their education. In this paper, the related work is discussed, and the architecture of the vehicle is analyzed, along with the integration with the online platform. In addition, the methodology performed is explained and divided into steps. Finally, the experimental results are discussed. Instructions, 3D models, and code can be found in the github repository https://github.com/MariosVasileiou/EDUV.</description><subject>Blended learning</subject><subject>Classrooms</subject><subject>Creativity</subject><subject>Distance learning</subject><subject>Education</subject><subject>educational robots</subject><subject>marine robotics</subject><subject>Programming languages</subject><subject>Robotics</subject><subject>secondary education</subject><subject>Students</subject><subject>Three dimensional models</subject><subject>Underwater vehicles</subject><issn>1061-3773</issn><issn>1099-0542</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2024</creationdate><recordtype>article</recordtype><sourceid>24P</sourceid><sourceid>WIN</sourceid><recordid>eNp1kM1OwzAQhC0EEqVw4A0sceKQ1vbGdnysqvIjIcEBuFqu7bapkrg4CVXeHpdw5bQrzTc72kHolpIZJYTNrfEzxoSCMzShRKmM8Jydn3ZBM5ASLtFV2-4JIUqAmqDPVX2owlA2W2wa3DfOx6PpfMTfflfayuOywd711nRlaLBpscGVN7E5GboQKrwJEb8N3S6phxi20dR10q7RxcZUrb_5m1P08bB6Xz5lL6-Pz8vFS2aZYpDRteeukOuc5krmBhgHUTgg0lDuHFgLxKS33FoWghXgCJPOFo4Dtb4AI2CK7sa7Kfur922n96GPTYrUTFFOQAoOibofKRtD20a_0YdY1iYOmhJ9qk2n2vRvbYmdj-yxrPzwP6iXi9Xo-AHzWW3P</recordid><startdate>202401</startdate><enddate>202401</enddate><creator>Rousouliotis, Minas</creator><creator>Vasileiou, Marios</creator><creator>Manos, Nikolaos</creator><creator>Kavallieratou, Ergina</creator><general>Wiley Subscription Services, Inc</general><scope>24P</scope><scope>WIN</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7SC</scope><scope>7TB</scope><scope>8FD</scope><scope>FR3</scope><scope>JQ2</scope><scope>KR7</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope><orcidid>https://orcid.org/0000-0003-0830-9259</orcidid><orcidid>https://orcid.org/0000-0002-2815-3477</orcidid><orcidid>https://orcid.org/0000-0003-3335-4668</orcidid></search><sort><creationdate>202401</creationdate><title>Employing an underwater vehicle in education as a learning tool for Python programming</title><author>Rousouliotis, Minas ; Vasileiou, Marios ; Manos, Nikolaos ; Kavallieratou, Ergina</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c2923-1be5d87b414974a325368d307a15dd3cc30a100db786283d027dc8d531ce83a63</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2024</creationdate><topic>Blended learning</topic><topic>Classrooms</topic><topic>Creativity</topic><topic>Distance learning</topic><topic>Education</topic><topic>educational robots</topic><topic>marine robotics</topic><topic>Programming languages</topic><topic>Robotics</topic><topic>secondary education</topic><topic>Students</topic><topic>Three dimensional models</topic><topic>Underwater vehicles</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Rousouliotis, Minas</creatorcontrib><creatorcontrib>Vasileiou, Marios</creatorcontrib><creatorcontrib>Manos, Nikolaos</creatorcontrib><creatorcontrib>Kavallieratou, Ergina</creatorcontrib><collection>Wiley Online Library (Open Access Collection)</collection><collection>Wiley Free Content</collection><collection>CrossRef</collection><collection>Computer and Information Systems Abstracts</collection><collection>Mechanical &amp; Transportation Engineering Abstracts</collection><collection>Technology Research Database</collection><collection>Engineering Research Database</collection><collection>ProQuest Computer Science Collection</collection><collection>Civil Engineering Abstracts</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts – Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><jtitle>Computer applications in engineering education</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Rousouliotis, Minas</au><au>Vasileiou, Marios</au><au>Manos, Nikolaos</au><au>Kavallieratou, Ergina</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Employing an underwater vehicle in education as a learning tool for Python programming</atitle><jtitle>Computer applications in engineering education</jtitle><date>2024-01</date><risdate>2024</risdate><volume>32</volume><issue>1</issue><epage>n/a</epage><issn>1061-3773</issn><eissn>1099-0542</eissn><abstract>Getting students motivated and interested in their education can be challenging in any classroom setting, even more so in an online learning environment. In this spectrum, educational robotics (ER) has demonstrated numerous advantages in the educational environment, not only by facilitating teaching, but also enabling the cultivation of manyfold skills, including creativity, problem‐solving, and teamwork. Meanwhile, many methods have been developed with the aid of technology to improve the teaching process and boost students' ability to learn. Blended learning is one approach that integrates conventional classroom methods with digital resources in an effort to foster students' creativity. But how can blended learning be combined with robotics? The objective of this paper is to evaluate the impact of employing an underwater vehicle, called educational underwater vehicle (EDUV), in conjunction with a dedicated programming learning platform within the context of a programming course that is offered at the high school level. In this work, this platform is utilized by students in secondary education, and a survey was conducted prior and after using the underwater vehicle's platform based on two questionnaires. The survey included 112 Greek participants, 64 males and 48 females in the age range of 14–18 years old. The experimental results show an increase in their motivation and creativity. In other words, they are more engaged in the classroom and the lesson becomes more enjoyable. More specifically, the survey revealed that most participants are familiar with computers but have limited knowledge of robotics and programming. After training on the EDUV platform, participants showed a significant increase in correct responses for Python and Blockly environments, with an average of 50.7% in four programming‐related questions. The platform also reduced “do not know” replies, which means that the student's self‐esteem increased. The paired sample T‐test showed that the EDUV platform positively influenced participants' perceptions of robotics and motivated them to further their education. In this paper, the related work is discussed, and the architecture of the vehicle is analyzed, along with the integration with the online platform. In addition, the methodology performed is explained and divided into steps. Finally, the experimental results are discussed. Instructions, 3D models, and code can be found in the github repository https://github.com/MariosVasileiou/EDUV.</abstract><cop>Hoboken</cop><pub>Wiley Subscription Services, Inc</pub><doi>10.1002/cae.22693</doi><tpages>18</tpages><orcidid>https://orcid.org/0000-0003-0830-9259</orcidid><orcidid>https://orcid.org/0000-0002-2815-3477</orcidid><orcidid>https://orcid.org/0000-0003-3335-4668</orcidid><oa>free_for_read</oa></addata></record>
fulltext fulltext
identifier ISSN: 1061-3773
ispartof Computer applications in engineering education, 2024-01, Vol.32 (1), p.n/a
issn 1061-3773
1099-0542
language eng
recordid cdi_proquest_journals_2915037653
source Access via Wiley Online Library
subjects Blended learning
Classrooms
Creativity
Distance learning
Education
educational robots
marine robotics
Programming languages
Robotics
secondary education
Students
Three dimensional models
Underwater vehicles
title Employing an underwater vehicle in education as a learning tool for Python programming
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-02T21%3A59%3A50IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Employing%20an%20underwater%20vehicle%20in%20education%20as%20a%20learning%20tool%20for%20Python%20programming&rft.jtitle=Computer%20applications%20in%20engineering%20education&rft.au=Rousouliotis,%20Minas&rft.date=2024-01&rft.volume=32&rft.issue=1&rft.epage=n/a&rft.issn=1061-3773&rft.eissn=1099-0542&rft_id=info:doi/10.1002/cae.22693&rft_dat=%3Cproquest_cross%3E2915037653%3C/proquest_cross%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=2915037653&rft_id=info:pmid/&rfr_iscdi=true